Elementalism takes classic Doom gameplay and combines it with cutting-edge GZDoom enhanced graphical features for an explosive new six-episode Megawad. Confront and conquer the power of the elements, wield the powerful Elementium-powered wand and take charge through six awe-inspiring locations of elemental carnage!
All mapping by a handful of experienced mappers:
With code support, consultation & testing from:
Elementalism utilizes the very latest GZDoom features; it is designed to work with the latest version of the source port. It will require a decent spec PC to run as it makes heavy use of OpenGL 3.0+ specific effects, but we are doing our best to optimize the maps as best we can.
At the time of writing we’re not 100% certain on the release date as the project is still in a state of infancy, but we’re working hard and are planning release in 2019/2020.
Back in October last year, GZDoom v3.2.0 introduced 'per pixel lighting' for models, meaning different parts of a model could be lit separately, compared to all-at-once like with sprites. This meant that, for the first time, models could be used as stand-ins for proper level geometry (albeit without collision detection), opening up a possibility of vastly more interesting shapes and constructs than Sectors and Linedefs would allow, at less computational cost as well.
Unfortunately for the Elementalism team, we lacked any kind of real modeling skill, so we've been limited to simple shapes or pre-fabs. That is, until now.
We are exceptionally pleased to announce that model-maestro @Clay has joined the team. He's an absolute beast at Blender, and not only has already hugely improved many of the models we were already using, but has begun churning out some amazing dedicated props for us to use. It's still early days, but we're hugely excited to begin fully utilizing models (including the recent .obj support) in our maps.
Some of his contributions so far:
We can't wait to show you more of what Clay comes up with!
Across the rest of the team, @Bridgeburner56 is continuing work on his intricate Dark episode map, which already seems to feature more linedefs than some entire IWADs.
@Remmirath has been mostly focusing on his new job after graduating, but has found a little time to work on his mammoth Fire map. It's become so big we've promoted it to the final non-boss map of the episode!
And finally, I'm continuing work on my creepy Dark episode tech-base map, which now sees the introduction of a viscous new enemy.
Happy Halloween everyone!
David Szymanski, developer of Dusk, tweeted about the mod's annoucement
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